Ultimate Frisbee

  • Ultimate in 10 Simple Rules

     

    1. The Field: A rectangular shape with end zones at each end. A regulation field is 70 yards by 40 yards, with end zones 25 yards deep.
       
    2. Initiate Play: Each point begins with both teams lining up on the front of their respective end zone line. The defense throws ("pulls") the disc to the offense. A regulation game has seven players per team.
       
    3. Scoring: Each time the offense completes a pass in the defense's end zone, the offense scores a point. Play is initiated after each score.
       
    4. Movement of the Disc: The disc may be advanced in any direction by completing a pass to a teammate. Players may not run with the disc. The person with the disc ("thrower") has ten seconds to throw the disc. The defender guarding the thrower ("marker") counts out the stall count.
       
    5. Change of Possession: When a pass is not completed (e.g. out of bounds, drop, block, interception), the defense immediately takes possession of the disc and becomes the offense.
       
    6. Substitutions: Players not in the game may replace players in the game after a score and during an injury timeout.
       
    7. Non-contact: No physical contact is allowed between players. Picks and screens are also prohibited. A foul occurs when contact is made.
       
    8. Fouls: When a player initiates contact on another player a foul occurs. When a foul disrupts possession, the play resumes as if the possession was retained. If the player committing the foul disagrees with the foul call, the play is redone.
       
    9. Self-Officiating: Players are responsible for their own foul and line calls. Players resolve their own disputes.
       
    10. Spirit of the Game: Ultimate stresses sportsmanship and fair play. Competitive play is encouraged, but never at the expense of respect between players, adherence to the rules, and the basic joy of play.

    Glossary of Ultimate Terminology

    BACKHAND

    To throw the disc from the left side of the body for right handed players (or from the right for left handed players). The motion is similar in some respects to the backhand in tennis. (Like the 'standard' throw that non-Ultimate players may be used to).

    CUT

    An attempt to get free to receive the pass. Usually starting with a body fake and/or a sudden change in direction or speed.

    DEFENSE

    The team attempting to prevent a score.

    DUMP

    Player who stands behind the thrower in order to help out (must get free for an easy pass) when the offence gets in trouble.


    FORCE (or mark)

    To make it as difficult as possible for the thrower to throw the disc in one direction (usually one side of the field) in an attempt to make (force) him/her to make a pass to the other side. See the relevant section for how and why this is done.

    FOREHAND (or FLICK)

    To throw the disc from the right side of the body for right handed players (or from the left for left handed players). The motion is similar in some respects to the forehand in tennis.


    HAMMER

    High overhead throw; the disc flies upside down in a parabolic type path. The grip, release etc is similar to the forehand.


    HUCK

    A long pass; often nearly the full length of the pitch and high to a tall player in the endzone.

    MAN-ON-MAN

    The most common type of defence. Each person on defense marks an offence player and attempts to stay as close as possible with the intention of getting an interception or forcing a mistake.


    PIVOT

    When you plant your foot (left for right handers and right for left handers) and step to the side (allowing you the throw around the marker).

    POACH

    When a defender moves away from their marker to try and make an interception on a pass to another player.

    PULL

    The throw at the start of each point that initiates play.

    SWING

    A lateral pass across the pitch - usually does not result in any upfield movement. This is useful to gain a better position or to reset the stall count.

    TURNOVER or change of possession

    When the disc has been dropped or intercepted and the offense becomes the defense.

    ENDZONE

    Area at the either end of the pitch within which a point is scored.

    OFFENSE

    The team with possession of the disc.

    POINT (or score)

    When the disc is caught in the endzone by a player on the offence.

    STALLING (or Stall Count)

    The player holding the disc has just ten seconds to pass it to a team-mate - the defender marking the player with the disc counts to ten out loud, and if the disc has not been released on "ten" the defender takes possession. Forcing the thrower to make a less-than-ideal pass as the "stall count" nears ten is the idea behind most defensive strategies.

     

    Start of a point

    Each point begins with the two teams standing on opposite endzone lines. The team with the disc throws it as far down the pitch as they can, and the other team then takes possession where it lands.

     

    After a point

    After a team has scored a point, they keep hold of the disc and wait while the opposition walks back to the other end of the pitch. The team that scored then throws off to start the next point. This way, the teams change ends after every point.